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  1. The uncanny valley (Japanese: 不気味の谷, Hepburn: bukimi no tani) effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object. Examples of the phenomenon exist among robotics, 3D computer animations and lifelike dolls.

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  2. Plot. In a dystopian future, various people addicted to virtual reality play a first-person shooter video game. Near the end of the film, the virtual reality set of one of the players malfunctions, and it is revealed that the players are remotely controlling battle robots in an actual battlefield, providing skill and tactics.

  3. 3 Ιουλ 2024 · Check out other examples of uncanny valley horror movies below, and be sure to vote up the ones you find most chilling. Head over to your favorite streaming services to watch any of the scary movies you may have missed.

  4. 23 Απρ 2024 · Here are three movie examples where the uncanny valley was not intended: Example 1: The Polar Express (2004) Robert Zemeckis’s The Polar Express features CGI characters who closely resemble the film’s voice actors, notably Tom Hanks:

  5. 10 Οκτ 2023 · Uncanny Valley Examples. Realistic robots or androids that mimic human appearance and movement, but aren’t completely convincing, often trigger the uncanny valley. Some high-resolution video games or computer-generated imagery (CGI) in films can fall into the uncanny valley if characters look almost real but have unnatural movements.

  6. 8 Ιουλ 2024 · The uncanny valley is a term used to describe the relationship between the human-like appearance of a robotic object and the emotional response it evokes. One of the most classic examples is the 2004 movie Polar Express. Video games are a major player in the uncanny valley department too, as are humanoid robots.

  7. 978-0-374-27801-4 (hardcover) OCLC. 1129203453. Dewey Decimal. 338.4/760979473 B. LC Class. HC107.C2 H5335 2020. Uncanny Valley is a 2020 memoir by writer Anna Wiener. The book focuses on Wiener's transition from the publishing industry to a series of jobs at technology companies, and her gradual disillusionment with the technology industry.

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